Files
funnygame/public/tier2/ifilesystem.h

74 lines
1.8 KiB
C++

#ifndef FILESYSTEM_H
#define FILESYSTEM_H
#include "iappsystem.h"
#include "tier0/platform.h"
#include "tier1/utlbuffer.h"
enum EFileMode
{
FILEMODE_READ = 0x01,
FILEMODE_WRITE = 0x02,
FILEMODE_APPEND = 0x04,
};
enum ESeekMode
{
SEEKMODE_RELATIVE_CURRENT,
SEEKMODE_RELATIVE_START,
SEEKMODE_RELATIVE_END,
};
abstract_class IFileSystem;
class IFileHandle
{
public:
IFileSystem *m_pFileSystem;
};
abstract_class IDirectoryHandle
{
};
//----------------------------------------------------------------------------
// IFileSystem is an app system which manages files, could have different
// file systems etc. Because of that there is base file system which manages
// others. PAK files are opened first, then mounted stuff comes second and
// host's system last.
//----------------------------------------------------------------------------
abstract_class IFileSystem: public IAppSystem
{
public:
virtual IFileHandle *Open( const char *szFileName, int eOpCode ) = 0;
virtual size_t Write( IFileHandle *pFile, const void *pData, size_t nDataSize ) = 0;
virtual size_t Read( IFileHandle *pFile, void *pData, size_t nDataSize ) = 0;
virtual size_t Seek( IFileHandle *pFile, ESeekMode eSeekMode, size_t nOffset ) = 0;
virtual size_t Tell( IFileHandle *pFile ) = 0;
virtual size_t Size( IFileHandle *pFile ) = 0;
virtual void Close( IFileHandle *pFile ) = 0;
// Some cool stuff
virtual CUtlBuffer<unsigned char> Read( IFileHandle *pFile ) = 0;
// Leaks memory
// Should be cleaned by the user
virtual const char *ReadString( IFileHandle *pFile ) = 0;
// Directory stuff
virtual IDirectoryHandle *OpenDir( const char *szDirName ) = 0;
virtual void CloseDir( IDirectoryHandle *pDir ) = 0;
IFileSystem *m_pNext;
void RegisterFileSystem();
};
#define FILESYSTEM_INTERFACE_VERSION "FileSystem001"
extern IFileSystem *filesystem;
#endif